Wagering game with player-directed pursuit of award outcomes

ABSTRACT

A method and system for conducting a wagering game includes receiving a wager. A standard game of the wagering game is initiated via a processor. The standard game has an expected value associated therewith. A player-directed secondary game that is associated with the standard game is initiated via a processor. The player-directed secondary game includes a plurality of player-selectable and player-directed game sequences. Each of the game sequences has a predetermined completion threshold capable of being achieved during play of the standard game. A player selection of one of the game sequences of the player-directed secondary game is received. In response to receiving the player selection of one of the game sequences and achieving the predetermined completion threshold for that game sequence during play of the standard game, a secondary award is awarded that is independent of the expected value of the standard game.

CROSS-REFERENCE TO RELATED APPLICATION

This application is related to and claims the benefits of U.S.Provisional Application No. 61/410,824, filed Nov. 5, 2010, U.S.Provisional Application No. 61/410,850, filed Nov. 5, 2010, and U.S.Provisional Application No. 61/413,307, filed Nov. 12, 2010, all ofwhich are hereby incorporated by reference herein in their entireties.

COPYRIGHT

A portion of the disclosure of this patent document contains materialwhich is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patentdisclosure, as it appears in the Patent and Trademark Office patentfiles or records, but otherwise reserves all copyright rightswhatsoever.

FIELD OF THE INVENTION

The present invention relates generally to a gaming system, and methodsfor playing wagering games, and more particularly, to secondary gamesincluding player-directed game sequences.

BACKGROUND OF THE INVENTION

Gaming terminals, such as slot machines, video poker machines and thelike, have been a cornerstone of the gaming industry for several years.Generally, the popularity of such machines with players is dependent onthe likelihood (or perceived likelihood) of winning money at the machineand the intrinsic entertainment value of the machine relative to otheravailable gaming options.

To maintain a player's interest in the game, some player can bemotivated by being awarded a random bonus award. Other types of wageringgames include episodic wagering games in which game play progressesthrough a plurality of game episodes.

SUMMARY OF THE INVENTION

According to one aspect of the present disclosure, a method ofconducting a wagering game includes a standard game in which a playerinput is received and a wagering game outcome is determined. The methodfurther includes the act of receiving a player input via a first userinterface device. The player input is transformed to electronic datasignals at least partially indicative of a wager to play the wageringgame. The wager from the data signals is interpreted via at least one ofone or more processors. The recording of a digital representation of thewager is initiated in one or more storage devices. The standard game ofthe wagering game is initiated via at least one of the one or moreprocessors. The standard game has an expected value associatedtherewith. A player-directed secondary game that is associated with thestandard game is initiated via at least one of the one or moreprocessors. The player-directed secondary game includes a plurality ofplayer-selectable and player-directed game sequences. Each of the gamesequences has a predetermined completion threshold capable of beingachieved during play of the standard game. A player selection of one ofthe game sequences of the player-directed secondary game is received. Inresponse to receiving the player selection of one of the game sequencesand achieving the predetermined completion threshold for that gamesequence during play of the standard game, a secondary award is awardedthat is independent of the expected value of the standard game.

According to another aspect of the present disclosure, a method ofconducting a wagering game on a gaming system includes the acts ofreceiving a first player input via a first user interface device. Thefirst player input is indicative of a wager to play the wagering game.After receiving the player input, a standard game of the wagering gameis initiated via at least one of one or more processors. The standardgame has an expected value associated therewith. A player-directedsecondary game that is associated with the standard game is initiatedvia at least one of the one or more processors. The player-directedsecondary game includes a plurality of player-selectable andplayer-directed game sequences. Each of the game sequences has apredetermined completion threshold achievable during play of thestandard game. A second player input indicative of a player selection ofone of the game sequences of the player-directed secondary game isreceived. During play of the standard game, the predetermined completionthreshold associated with the received player selection of one of thegame sequences is achieved. In response to receiving the playerselection of one of the game sequences and achieving the predeterminedcompletion threshold associated with the selected bonus game, anon-monetary secondary award is awarded.

According to yet another aspect of the present disclosure, a gamingsystem includes a credit detector configured to detect a wager to play awagering game having a standard game and a secondary game. One or moredisplays are configured to display a randomly selected outcome for thestandard game and to display the secondary game. A controller isoperative to implement the following acts including initiating thestandard game having an expected monetary value associated withachieving a winning outcome in the standard game. The controller furtherinitiates the secondary game. The secondary game includes a plurality ofplayer-directed and player-selectable game sequences. Each of theplurality of game sequences has an associated predetermined completionthreshold capable of occurring during play of the standard game. Thecontroller is also operative to display indicia of at least one of theplurality of game sequences on the one or more displays. The indiciainclude information on the associated predetermined completionthreshold. After the act of displaying, the controller is furtheroperative to detect a player selection of one of the game sequences.After the act of detecting the player selection, the controller is alsooperative to detect a player achievement of the predetermined completionthreshold for the selected one of the game sequences. In response to theact of detecting the player achievement, the controller is operative toaward a secondary award that is not associated with the expectedmonetary value of the standard game.

According to another aspect of the present disclosure, a method ofconducting a wagering game includes receiving a wager via a userinterface device, the wager being associated with a wagering game. Thestandard game of the wagering game is initiated via at least one of oneor more processors. A player-directed secondary game that is associatedwith the standard game is initiated via at least one of the one or moreprocessors. The player-directed secondary game includes a plurality ofplayer-selectable and player-directed game sequences. Each of the gamesequences has a predetermined completion threshold that is configured tobe achievable during play of the standard game. A player selection ofone of the game sequences of the player-directed secondary game isreceived. In response to receiving the player selection of one of thegame sequences and achieving the predetermined completion threshold forthat game sequence during play of the standard game, a non-monetarysecondary award that is independent of an expected value of the standardgame is awarded.

According to a further aspect of the present disclosure, one or morenon-transitory computer readable storage media are encoded withinstructions, which when executed by at least one processor orcontroller associated with a gaming system, causes the at least oneprocessor or controller to perform the above methods.

Additional aspects of the invention will be apparent to those ofordinary skill in the art in view of the detailed description of variousaspects of the present disclosure, which is made with reference to thedrawings, a brief description of which is provided below.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view of a free-standing gaming terminal,according to an exemplary aspect of the present disclosure.

FIG. 2 is a schematic view of a gaming system, according to an exemplaryaspect of the present disclosure.

FIG. 3 is an image of a basic-game screen of a wagering game displayedon a gaming terminal, according to an exemplary aspect of the presentdisclosure.

FIG. 4 is an image of a bonus-game screen of a wagering game displayedon a gaming terminal, according to an exemplary aspect of the presentdisclosure.

FIG. 5 illustrates a display including a top secondary game relatedscreen and a base game screen for a wagering game displayed on a gamingterminal, according to an exemplary aspect of the present disclosure.

FIG. 6 is an image of a virtual character screen displayed on a gamingterminal, according to an exemplary aspect of the present disclosure.

FIG. 7 is an image of a selection screen for a player-directed secondarygame displayed on a gaming terminal, according to an exemplary aspect ofthe present disclosure.

FIG. 8 is an image of a base game screen including interactions betweenvirtual characters for a wagering game displayed on a gaming terminal,according to an exemplary aspect of the present disclosure.

FIG. 9 is an image of a player-directed game sequence for aplayer-directed secondary game displayed on a gaming terminal, accordingto an exemplary aspect of the present disclosure.

FIG. 10 is a flowchart of an exemplary algorithm that corresponds toinstructions executed by a controller in accordance with at least someaspects of the present disclosure.

While the invention is susceptible to various modifications andalternative forms, specific embodiments have been shown by way ofexample in the drawings and will be described in detail herein. Itshould be understood, however, that the invention is not intended to belimited to the particular forms disclosed. Rather, the invention is tocover all modifications, equivalents, and alternatives falling withinthe spirit and scope of the invention as defined by the appended claims.

DETAILED DESCRIPTION

While this invention is susceptible of embodiment in many differentforms, there is shown in the drawings and will herein be described indetail preferred embodiments of the invention with the understandingthat the present disclosure is to be considered as an exemplification ofthe principles of the invention and is not intended to limit the broadaspect of the invention to the embodiments illustrated.

Referring to FIG. 1, there is shown a gaming terminal 10 similar tothose used in gaming establishments, such as casinos. With regard to thepresent disclosure, the gaming terminal 10 may be any type of gamingterminal and may have varying structures and methods of operation. Forexample, in some aspects, the gaming terminal 10 is be anelectromechanical gaming terminal configured to play mechanical slots,whereas in other aspects, the gaming terminal is an electronic gamingterminal configured to play a video casino game, such as slots, keno,poker, blackjack, roulette, craps, etc. It should be understood thatalthough the gaming terminal 10 is shown as a free-standing terminal ofthe upright type, the gaming terminal is readily amenable toimplementation in a wide variety of other forms such as a free-standingterminal of the slant-top type, a portable or handheld device primarilyused for gaming, such as is disclosed by way of example in PCT PatentApplication No. PCT/US2007/000792 filed Jan. 11, 2007, titled “HandheldDevice for Wagering Games,” which is incorporated herein by reference inits entirety, a mobile telecommunications device such as a mobiletelephone or personal digital assistant (PDA), a counter-top or bar-topgaming terminal, or other personal electronic device, such as a portabletelevision, MP3 player, entertainment device, etcetera.

The gaming terminal 10 illustrated in FIG. 1 comprises a cabinet orhousing 12. For output devices, this embodiment of the gaming terminal10 includes a primary display area 14, a secondary display area 16, andone or more audio speakers 18. The primary display area 14 and/orsecondary display area 16 variously displays information associated withwagering games, non-wagering games, community games, progressives,advertisements, services, premium entertainment, text messaging, emails,alerts or announcements, broadcast information, subscriptioninformation, etc. appropriate to the particular mode(s) of operation ofthe gaming terminal. For input devices, the gaming terminal 10illustrated in FIG. 1 includes a bill validator 20, a coin acceptor 22,one or more information readers 24, one or more player-input devices 26,and one or more player-accessible ports 28 (e.g., an audio output jackfor headphones, a video headset jack, a wireless transmitter/receiver,etc.). While these typical components found in the gaming terminal 10are described below, it should be understood that numerous otherperipheral devices and other elements exist and are readily utilizablein any number of combinations to create various forms of a gamingterminal in accord with the present concepts.

The primary display area 14 include, in various aspects of the presentconcepts, a mechanical-reel display, a video display, or a combinationthereof in which a transmissive video display is disposed in front ofthe mechanical-reel display to portray a video image in superpositionover the mechanical-reel display. Further information concerning thelatter construction is disclosed in U.S. Pat. No. 6,517,433 to Loose etal. entitled “Reel Spinning Slot Machine With Superimposed Video Image,”which is incorporated herein by reference in its entirety. The videodisplay is, in various embodiments, a cathode ray tube (CRT), ahigh-resolution liquid crystal display (LCD), a plasma display, a lightemitting diode (LED), a DLP projection display, an electroluminescent(EL) panel, or any other type of display suitable for use in the gamingterminal 10, or other form factor, such as is shown by way of example inFIG. 1. The primary display area 14 includes, in relation to manyaspects of wagering games conducted on the gaming terminal 10, one ormore paylines 30 (see FIG. 3) extending along a portion of the primarydisplay area. In the illustrated embodiment of FIG. 1, the primarydisplay area 14 comprises a plurality of mechanical reels 32 and a videodisplay 34, such as a transmissive display (or a reflected imagearrangement in other embodiments), in front of the mechanical reels 32.If the wagering game conducted via the gaming terminal 10 relies uponthe video display 34 only and not the mechanical reels 32, themechanical reels 32 are optionally removed from the interior of theterminal and the video display 34 is advantageously of anon-transmissive type. Similarly, if the wagering game conducted via thegaming terminal 10 relies only upon the mechanical reels 32, but not thevideo display 34, the video display 34 depicted in FIG. 1 is replacedwith a conventional glass panel. Further, in still other embodiments,the video display 34 is disposed to overlay another video display,rather than a mechanical-reel display, such that the primary displayarea 14 includes layered or superimposed video displays. In yet otherembodiments, the mechanical-reel display of the above-noted embodimentsis replaced with another mechanical or physical member or members suchas, but not limited to, a mechanical wheel (e.g., a roulette game),dice, a pachinko board, or a diorama presenting a three-dimensionalmodel of a game environment.

Video images in the primary display area 14 and/or the secondary displayarea 16 are rendered in two-dimensional (e.g., using Flash Macromedia™)or three-dimensional graphics (e.g., using Renderware™). In variousaspects, the video images are played back (e.g., from a recording storedon the gaming terminal 10), streamed (e.g., from a gaming network), orreceived as a TV signal (e.g., either broadcast or via cable) and suchimages can take different forms, such as animated images,computer-generated images, or “real-life” images, either prerecorded(e.g., in the case of marketing/promotional material) or as livefootage. The format of the video images can include any formatincluding, but not limited to, an analog format, a standard digitalformat, or a high-definition (HD) digital format.

The player-input or user-input device(s) 26 include, by way of example,a plurality of buttons 36 on a button panel, as shown in FIG. 1, amouse, a joy stick, a switch, a microphone, and/or a touch screen 38mounted over the primary display area 14 and/or the secondary displayarea 16 and having one or more soft touch keys 40, as is also shown inFIG. 1. In still other aspects, the player-input devices 26 comprisetechnologies that do not rely upon physical contact between the playerand the gaming terminal, such as speech-recognition technology,gesture-sensing technology, eye-tracking technology, etc. Theplayer-input or user-input device(s) 26 thus accept(s) player input(s)and transforms the player input(s) to electronic data signals indicativeof a player input or inputs corresponding to an enabled feature for suchinput(s) at a time of activation (e.g., pressing a “Max Bet” button orsoft key to indicate a player's desire to place a maximum wager to playthe wagering game). The input(s), once transformed into electronic datasignals, are output to a CPU or controller 42 (see FIG. 2) forprocessing. The electronic data signals are selected from a groupconsisting essentially of an electrical current, an electrical voltage,an electrical charge, an optical signal, an optical element, a magneticsignal, and a magnetic element.

The information reader 24 (or information reader/writer) is preferablylocated on the front of the housing 12 and comprises, in at least someforms, a ticket reader, card reader, bar code scanner, wirelesstransceiver (e.g., RFID, Bluetooth, etc.), biometric reader, orcomputer-readable-storage-medium interface. As noted, the informationreader may comprise a physical and/or electronic writing element topermit writing to a ticket, a card, or computer-readable-storage-medium.The information reader 24 permits information to be transmitted from aportable medium (e.g., ticket, voucher, coupon, casino card, smart card,debit card, credit card, etc.) to the information reader 24 to enablethe gaming terminal 10 or associated external system to access anaccount associated with cashless gaming, to facilitate player trackingor game customization, to retrieve a saved-game state, to store acurrent-game state, to cause data transfer, and/or to facilitate accessto casino services, such as is more fully disclosed, by way of example,in U.S. Patent Publication No. 2003/0045354, published on Mar. 6, 2003,entitled “Portable Data Unit for Communicating With Gaming Machine OverWireless Link,” which is incorporated herein by reference in itsentirety. The noted account associated with cashless gaming is, in someaspects of the present concepts, stored at an external system 46 (seeFIG. 2) as more fully disclosed in U.S. Pat. No. 6,280,328 to Holch etal. entitled “Cashless Computerized Video Game System and Method,” whichis incorporated herein by reference in its entirety, or is alternativelystored directly on the portable storage medium. Various securityprotocols or features can be used to enhance security of the portablestorage medium. For example, in some aspects, the individual carryingthe portable storage medium is required to enter a secondary independentauthenticator (e.g., password, PIN number, biometric, etc.) to accessthe account stored on the portable storage medium.

Turning now to FIG. 2, the various components of the gaming terminal 10are controlled by one or more processors (e.g., CPU, distributedprocessors, etc.) 42, also referred to herein generally as a controller(e.g., microcontroller, microprocessor, etc.). The controller 42 caninclude any suitable processor(s), such as an Intel® Pentium processor,Intel® Core 2 Duo processor, AMD Opteron™ processor, or UltraSPARC®processor. By way of example, the controller 42 includes a plurality ofmicroprocessors including a master processor, a slave processor, and asecondary or parallel processor. Controller 42, as used herein,comprises any combination of hardware, software, and/or firmwaredisposed in and/or disposed outside of the gaming terminal 10 that isconfigured to communicate with and/or control the transfer of databetween the gaming terminal 10 and a bus, another computer, processor,or device and/or a service and/or a network. The controller 42 comprisesone or more controllers or processors and such one or more controllersor processors need not be disposed proximal to one another and may belocated in different devices and/or in different locations. For example,a first processor is disposed proximate a user interface device (e.g., apush button panel, a touch screen display, etc.) and a second processoris disposed remotely from the first processor, the first and secondprocessors being electrically connected through a network. As anotherexample, the first processor is disposed in a first enclosure (e.g., agaming machine) and a second processor is disposed in a second enclosure(e.g., a server) separate from the first enclosure, the first and secondprocessors being communicatively connected through a network. Thecontroller 42 is operable to execute all of the various gaming methodsand other processes disclosed herein.

To provide gaming functions, the controller 42 executes one or more gameprograms comprising machine-executable instructions stored in localand/or remote computer-readable data storage media (e.g., memory 44 orother suitable storage device). The term computer-readable data storagemedia, or “computer-readable medium,” as used herein refers to anymedia/medium that participates in providing instructions to controller42 for execution. The computer-readable medium comprises, in at leastsome exemplary forms, non-volatile media (e.g., optical disks, magneticdisks, etc.), volatile media (e.g., dynamic memory, RAM), andtransmission media (e.g., coaxial cables, copper wire, fiber optics,radio frequency (RF) data communication, infrared (IR) datacommunication, etc). Common forms of computer-readable media include,for example, a hard disk, magnetic tape (or other magnetic medium), a2-D or 3-D optical disc (e.g., a CD-ROM, DVD, etc.), RAM, PROM, EPROM,FLASH-EPROM, any other memory chip or solid state digital data storagedevice, a carrier wave, or any other medium from which a computer canread. By way of example, a plurality of storage media or devices areprovided, a first storage device being disposed proximate the userinterface device and a second storage device being disposed remotelyfrom the first storage device, wherein a network is connectedintermediate the first one and second one of the storage devices.

Various forms of computer-readable media may be involved in carrying oneor more sequences of one or more instructions to controller 42 forexecution. By way of example, the instructions may initially be borne ona data storage device of a remote device (e.g., a remote computer,server, or system). The remote device can load the instructions into itsdynamic memory and send the instructions over a telephone line or othercommunication path using a modem or other communication deviceappropriate to the communication path. A modem or other communicationdevice local to the gaming machine 10 or to an external system 46associated with the gaming machine can receive the data on the telephoneline or conveyed through the communication path (e.g., via externalsystems interface 58) and output the data to a bus, which transmits thedata to the system memory 44 associated with the processor 42, fromwhich system memory the processor retrieves and executes theinstructions.

Thus, the controller 42 is able to send and receive data, via carriersignals, through the network(s), network link, and communicationinterface. The data includes, in various examples, instructions,commands, program code, player data, and game data. As to the game data,in at least some aspects of the present concepts, the controller 42 usesa local random number generator (RNG) to randomly generate a wageringgame outcome from a plurality of possible outcomes. Alternatively, theoutcome is centrally determined using either an RNG or pooling scheme ata remote controller included, for example, within the external system46.

As shown in the example of FIG. 2, the controller 42 is coupled to thesystem memory 44. The system memory 44 is shown to comprise a volatilememory (e.g., a random-access memory (RAM)) and a non-volatile memory(e.g., an EEPROM), but optionally includes multiple RAM and multipleprogram memories.

As shown in the example of FIG. 2, the controller 42 is also coupled toa money/credit detector 48. The money/credit detector 48 is configuredto output a signal the controller 42 that money and/or credits have beeninput via one or more value-input devices, such as the bill validator20, coin acceptor 22, or via other sources, such as a cashless gamingaccount, etc. The value-input device(s) is integrated with the housing12 of the gaming terminal 10 and is connected to the remainder of thecomponents of the gaming terminal 10, as appropriate, via a wiredconnection, such as I/O 56, or wireless connection. The money/creditdetector 48 detects the input of valid funds into the gaming terminal 10(e.g., via currency, electronic funds, ticket, card, etc.) via thevalue-input device(s) and outputs a signal to the controller 42 carryingdata regarding the input value of the valid funds. The controller 42extracts the data from these signals from the money/credit detector 48,analyzes the associated data, and transforms the data corresponding tothe input value into an equivalent credit balance that is available tothe player for subsequent wagers on the gaming terminal 10, suchtransforming of the data being effected by software, hardware, and/orfirmware configured to associate the input value to an equivalent creditvalue. Where the input value is already in a credit value form, such asin a cashless gaming account having stored therein a credit value, thewager is simply deducted from the available credit balance.

As seen in FIG. 2, the controller 42 is also connected to, and controls,the primary display area 14, the player-input device(s) 26, and a payoffmechanism 50. The payoff mechanism 50 is operable in response toinstructions from the controller 42 to award a payoff to the player inresponse to certain winning outcomes that occur in the base game, thebonus game(s), or via an external game or event. The payoff is providedin the form of money, credits, redeemable points, advancement within agame, access to special features within a game, services, anotherexchangeable media, or any combination thereof. Although payoffs may bepaid out in coins and/or currency bills, payoffs are alternativelyassociated with a coded ticket (from a ticket printer 52), a portablestorage medium or device (e.g., a card magnetic strip), or aretransferred to or transmitted to a designated player account. The payoffamounts distributed by the payoff mechanism 50 are determined by one ormore pay tables stored in the system memory 44.

Communications between the controller 42 and both the peripheralcomponents of the gaming terminal 10 and the external system 46 occurthrough input/output (I/O) circuit 56, which can include any suitablebus technologies, such as an AGTL+ frontside bus and a PCI backside bus.Although the I/O circuit 56 is shown as a single block, it should beappreciated that the I/O circuit 56 alternatively includes a number ofdifferent types of I/O circuits. Furthermore, in some embodiments, thecomponents of the gaming terminal 10 can be interconnected according toany suitable interconnection architecture (e.g., directly connected,hypercube, etc.).

The I/O circuit 56 is connected to an external system interface orcommunication device 58, which is connected to the external system 46.The controller 42 communicates with the external system 46 via theexternal system interface 58 and a communication path (e.g., serial,parallel, IR, RC, 10bT, near field, etc.). The external system 46includes, in various aspects, a gaming network, other gaming terminals,a gaming server, a remote controller, communications hardware, or avariety of other interfaced systems or components, in any combination.In yet other aspects, the external system 46 may comprise a player'sportable electronic device (e.g., cellular phone, electronic wallet,etc.) and the external system interface 58 is configured to facilitatewireless communication and data transfer between the portable electronicdevice and the controller 42, such as by a near field communication pathoperating via magnetic field induction or a frequency-hopping spreadspectrum RF signals (e.g., Bluetooth, etc.).

The gaming terminal 10 optionally communicates with external system 46(in a wired or wireless manner) such that each terminal operates as a“thin client” having relatively less functionality, a “thick client”having relatively more functionality, or with any range of functionalitytherebetween (e.g., an “intermediate client”). In general, a wageringgame includes an RNG for generating a random number, game logic fordetermining the outcome based on the randomly generated number, and gameassets (e.g., art, sound, etc.) for presenting the determined outcome toa player in an audio-visual manner. The RNG, game logic, and game assetsare contained within the gaming terminal 10 (“thick client” gamingterminal), the external systems 46 (“thin client” gaming terminal), orare distributed therebetween in any suitable manner (“intermediateclient” gaming terminal).

Referring now to FIG. 3, an image of a basic-game screen 60 adapted tobe displayed on the primary display area 14 is illustrated, according toone embodiment of the present disclosure. A player begins play of abasic wagering game by providing a wager. A player can operate orinteract with the wagering game using the one or more player-inputdevices 26. The controller 42, the external system 46, or both, inalternative embodiments, operate(s) to execute a wagering game programcausing the primary display area 14 to display the wagering game thatincludes a plurality of visual elements.

In accord with various methods of conducting a wagering game on a gamingsystem in accord with the present concepts, the wagering game includes agame sequence in which a player makes a wager, such as through themoney/credit detector 48, touch screen 38 soft key, button panel, or thelike, and a wagering game outcome is associated with the wager. Thewagering game outcome is then revealed to the player in due coursefollowing initiation of the wagering game. The method comprises the actsof conducting the wagering game using a gaming apparatus, such as thegaming terminal 10 depicted in FIG. 1, following receipt of an inputfrom the player to initiate the wagering game. The gaming terminal 10then communicates the wagering game outcome to the player via one ormore output devices (e.g., primary display 14) through the display ofinformation such as, but not limited to, text, graphics, text andgraphics, static images, moving images, etc., or any combinationthereof. In accord with the method of conducting the wagering game, thecontroller 42, which comprises one or more processors, transforms aphysical player input, such as a player's pressing of a “Spin Reels”soft key 84 (see FIG. 3), into an electronic data signal indicative ofan instruction relating to the wagering game (e.g., an electronic datasignal bearing data on a wager amount).

In the aforementioned method, for each data signal, the controller 42 isconfigured to processes the electronic data signal, to interpret thedata signal (e.g., data signals corresponding to a wager input), and tocause further actions associated with the interpretation of the signalin accord with computer instructions relating to such further actionsexecuted by the controller. As one example, the controller 42 causes therecording of a digital representation of the wager in one or morestorage devices (e.g., system memory 44 or a memory associated with anexternal system 46), the controller, in accord with associated computerinstructions, causing the changing of a state of the data storage devicefrom a first state to a second state. This change in state is, forexample, effected by changing a magnetization pattern on a magneticallycoated surface of a magnetic storage device or changing a magnetic stateof a ferromagnetic surface of a magneto-optical disc storage device, achange in state of transistors or capacitors in a volatile or anon-volatile semiconductor memory (e.g., DRAM), etc.). The noted secondstate of the data storage device comprises storage in the storage deviceof data representing the electronic data signal from the controller(e.g., the wager in the present example). As another example, thecontroller 42 further, in accord with the execution of the instructionsrelating to the wagering game, causes the primary display 14 or otherdisplay device and/or other output device (e.g., speakers, lights,communication device, etc.), to change from a first state to at least asecond state, wherein the second state of the primary display comprisesa visual representation of the physical player input (e.g., anacknowledgement to a player), information relating to the physicalplayer input (e.g., an indication of the wager amount), a game sequence,an outcome of the game sequence, or any combination thereof, wherein thegame sequence in accord with the present concepts comprises actsdescribed herein. The aforementioned executing of computer instructionsrelating to the wagering game is further conducted in accord with arandom outcome (e.g., determined by the RNG) that is used by thecontroller 42 to determine the outcome of the game sequence, using agame logic for determining the outcome based on the randomly generatednumber. In at least some aspects, the controller 42 is configured todetermine an outcome of the game sequence at least partially in responseto the random parameter.

The basic-game screen 60 is displayed on the primary display area 14 ora portion thereof. In FIG. 3, the basic-game screen 60 portrays aplurality of simulated movable reels 62 a-e. Alternatively oradditionally, the basic-game screen 60 portrays a plurality ofmechanical reels or other video or mechanical presentation consistentwith the game format and theme. The basic-game screen 60 alsoadvantageously displays one or more game-session meters and variousbuttons adapted to be actuated by a player.

In the illustrated embodiment of FIG. 3, the game-session meters includea “credit” meter 64 for displaying a number of credits available forplay on the terminal; a “lines” meter 66 for displaying a number ofpaylines to be played by a player on the terminal; a “line bet” meter 68for displaying a number of credits wagered (e.g., from 1 to 5 or morecredits) for each of the number of paylines played; a “total bet” meter70 for displaying a total number of credits wagered for the particularround of wagering; and a “paid” meter 72 for displaying an amount to beawarded based on the results of the particular round's wager. Thedepicted user-selectable buttons include a “collect” button 74 tocollect the credits remaining in the credits meter 64; a “help” button76 for viewing instructions on how to play the wagering game; a “paytable” button 78 for viewing a pay table associated with the basicwagering game; a “select lines” button 80 for changing the number ofpaylines (displayed in the lines meter 66) a player wishes to play; a“bet per line” button 82 for changing the amount of the wager which isdisplayed in the line-bet meter 68; a “spin reels” button 84 for movingthe reels 62 a-e; and a “max bet spin” button 86 for wagering a maximumnumber of credits and moving the reels 62 a-e of the basic wageringgame. While the gaming terminal 10 allows for these types of playerinputs, the present disclosure does not require them and can be used ongaming terminals having more, less, or different player inputs.

As shown in the example of FIG. 3, paylines 30 extend from one of thepayline indicators 88 a-i on the left side of the basic-game screen 60to a corresponding one of the payline indicators 88 a-i on the rightside of the screen 60. A plurality of symbols 90 is displayed on theplurality of reels 62 a-e to indicate possible outcomes of the basicwagering game. A winning combination occurs when the displayed symbols90 correspond to one of the winning symbol combinations listed in a paytable stored in the memory 44 of the terminal 10 or in the externalsystem 46. The symbols 90 may include any appropriate graphicalrepresentation or animation, and may further include a “blank” symbol.

Symbol combinations are evaluated in accord with various schemes suchas, but not limited to, “line pays” or “scatter pays.” Line pays areevaluated left to right, right to left, top to bottom, bottom to top, orany combination thereof by evaluating the number, type, or order ofsymbols 90 appearing along an activated payline 30. Scatter pays areevaluated without regard to position or paylines and only require thatsuch combination appears anywhere on the reels 62 a-e. While anembodiment with nine paylines is shown, a wagering game with nopaylines, a single payline, or any plurality of paylines will also workwith the present disclosure. Additionally, though an embodiment withfive reels is shown in FIG. 3, different embodiments of the gamingterminal 10 comprise a greater or lesser number of reels in accordancewith the present disclosure.

Turning now to FIG. 4, an example of a bonus game to a basic wageringgame is illustrated. A bonus-game screen 92 includes an array of markers94 located in a plurality of columns and rows. The bonus game is enteredupon the occurrence of a triggering event, such as the occurrence of astart-bonus game outcome (e.g., symbol trigger, mystery trigger,time-based trigger, etc.) in or during the basic wagering game.Alternatively, any bonus game described herein is able to be deployed asa stand-alone wagering game independent of a basic wagering game.

In the illustrated bonus game of FIG. 4, a player selects, one at atime, from the array of markers 94 to reveal an associated bonus-gameoutcome. According to one embodiment of this bonus game, each marker 94in the array is associated with an award outcome 96 (e.g., credits orother non-negative outcomes) or an end-game outcome 98. In theillustrated example, a player has selected an award outcome 96 with theplayer's first two selections (25 credits and 100 credits,respectively). When one or more end-game outcome 98 is selected (asillustrated by the player's third pick), the bonus game is terminatedand the accumulated award outcomes 96 are provided to the player.

The excitement and interest of a player of a wagering game can beenhanced through certain player-directed secondary games associated withthe primary (e.g., base) wagering games or through player-directedsecondary games associated with bonus games. In certain exemplaryaspects of the present disclosure it may be desirable to allow playersof a wagering game to select a secondary game in which the achievementof a goal or mission in the secondary game is player-directed and theaward outcome of the secondary game is not a monetary award. Thesecondary game can include allowing the player to choose a type ofplayer-directed adventure that can be later triggered through theoccurrence of event(s) associated with the wagering game.

The secondary game, as used herein, refers to a series of achievementsor goals (for example, missions) that are accomplished through eventsoccurring during the standard game play. The standard game playincluding basic games, bonus games, or other games triggered by orduring play of the basic and bonus games. The standard game play isdetermined largely or entirely based on a random number generator,whereas the outcomes for the secondary game may be player controlled ascan the course of progression through the secondary game. In general,the secondary game is independent from the mathematical model of thestandard game play and the secondary awards do not affect the player'sexpected value or volatility arising from the standard game play, thoughthe thresholds for achieving the secondary awards may be met throughoutcomes available during play of the standard game. Generally, the“awards” associated with the standard game play are credits, additionalfree game play, or other monetary or pseudo-monetary awards, whereas the“awards” associated with the secondary game play are nonmonetary awardssuch as player's points, additional avatars, additional features orcontent, promotional dollars, coupons, etc. However, in someembodiments, the “awards” associated with the secondary game may alsoprovide the player with an additional feature that improves the player'sexpected value associated with the standard game play.

It is contemplated that the secondary game is player-directed such thata player can control the outcome of a selected mission or theachievement of a selected goal associated with the completion of thesecondary game. It is further contemplated that in certain aspects ofthe present disclosure the player chooses and customizes one or morevirtual characters who participate and move through the game under thecontrol of the player (e.g., player-directed), through the assistance ofa gaming system controller. It is also contemplated that a virtualcharacter can be controlled directly by the wagering game with little orno input from the player. In yet another exemplary aspect, a player mayhave some or no control over how the mission or goal is achieved in thesecondary game. For example, a player may or may not have some controlover the virtual character(s), and the secondary game may determine ifand how a goal or mission is attained.

If a player, via the virtual character(s), completes a mission or goalassociated with the player-directed secondary game, the player receivesa predetermined award. In certain aspects of the present disclosure, theaward is a non-monetary award. For example, the award for completing amission or goal can include unlocking player access to new bonusesand/or bonus variations in the base wagering game or in subsequentsecondary games. It is also contemplated that the predetermined awardcan include providing modifications for the player's virtualcharacter(s), such as modified bodily features, new outfits or clothing,special powers, special weapons, accumulation of player life points,and/or an accumulation of points that can be saved and later traded fordifferent awards, such as those described herein. An award can alsoinclude unlocking access to additional virtual characters that assistthe player-directed virtual character during a mission, or new villainsfor the player-directed virtual character to target. Other predeterminedawards for completing a mission or goal associated with aplayer-directed secondary game can include unlocking (e.g., providingthe player access she otherwise would not have) alternate layouts forthe secondary game, such as allowing access to new mazes or opening upsecret passages. It is further contemplated that secondary game awardscan include providing lower betting thresholds for accessing progressivegames associated with the base or bonus wagering game (e.g., indirectmonetary awards that allow a player to play a game with a higherexpected value than in previous play). In certain aspects of the presentdisclosure, such indirect monetary awards can be considered the resultof a non-monetary award of the secondary game, because no directmonetary award is received as part of the secondary game.

To further enhance the player's gaming experience, the player-directedsecondary games allow the player to select from different levels ofdifficulty (e.g., easy, moderate, tough) for completing the goal ormission of the secondary game. This can be particularly effective inattracting novice players to a gaming machine and for retaining expertplayers.

It is also contemplated that when a player successfully completes amission by achieving a predetermined goal associated with the game,various attributes of the completed mission or goal are stored by thegaming system for later viewing. This feature may be in the form of avirtual trophy room which the player can access via selectable indiciadisplayed on a display of the gaming system. In certain aspects of thepresent disclosure, the virtual trophy room may be periodicallydisplayed by the wagering game without direct player input. Attributesof a completed mission or goal that are stored in the virtual trophyroom can include all or part of successfully completed missions of theplayer-directed secondary game(s).

Referring now to FIG. 5, an exemplary aspect of a wagering game isillustrated that includes a display 100 having a top screen 110 (e.g.,secondary display area) for displaying features associated withsecondary games and a base game screen 150 for displaying a basewagering game. The base game screen can include a primary display area160, which in this particular non-limiting example, include reels andsymbols associated with a slots-type wagering game. Other types ofwagering games are contemplated such as card games and keno.

The top screen 110 includes multiple avatars 120 (e.g., personal heroes)for virtual characters associated with player-directed secondary game(s)associated with the wagering game. The avatars 120 are shown to befloating or flying on the top screen 110 during the play of a base gameon screen 150. The display of the avatars 120 on the top screen 110 canbe used to attract players to the wagering game and/or to increaseplayer excitement during play of the wagering game. For example, theavatars 120 can engage in certain activities on the top screen thatattract attention during game play. It is also contemplated that theavatars 120 may be displayed shortly before the base game transitions toan upcoming secondary game (e.g., Robot Fight Bonus), such as aplayer-directed secondary game. Among the displayed avatars 120 may bevirtual characters for other players actively playing elsewhere on thegaming system and/or virtual characters that a player may select shouldthe player choose to play the wagering game including an avatar orvirtual character previously developed by the player.

A wagering game can include progressive games and awards, such asstandalone or group progressives. A progressive bonus can include one ormore bonus levels. For example, if a player bets the maximum bet, aplayer can be eligible to win both a bonus island award 130 and the basesidekick award 140. If a player bets less than the maximum bet, theplayer is only eligible for a lower base sidekick award 140. However, itis also contemplated that certain predetermined awards for aplayer-directed secondary game unlock eligibility for a player to have achance at the higher progressive award (e.g., bonus island award 130),without placing a maximum bet. Such predetermined awards can be receivedby a player achieving certain goals associated with missions ofplayer-directed secondary game(s), such as those described above andelsewhere herein. It is further contemplated that eligibility for higherprogressive awards may be gradually unlocked, such that the bettingthreshold is gradually decreased as the player continues to achievegoals following multiple missions of the player-directed secondarygame(s).

Turning now to FIG. 6, an exemplary virtual character screen 200 on agaming terminal is illustrated. As part of a player-directed secondarygame, a player is given an opportunity to select or build a virtualcharacter 210 before playing the secondary game. The virtual charactermay also be referred to as the player's avatar or personal hero. Forexample, the virtual character 210 may be selected from among differenttypes of living creatures, including human-like personas, and may alsobe selected to be either male or female. The virtual character screen200 may include various attributes of the virtual character, such as thecharacter's name (e.g., BonusLady 777) or various game-play achievements(e.g., bonus unlocked, accolades).

The virtual character screen 200 illustrates and allows the player tocontinue developing their virtual character. For example, as the player,via their virtual character, progresses through missions and achievesthe mission goals, the player may win an award outcome that awarding theplayer a modification to their virtual character. In certain aspects ofthe present disclosure, award outcomes can also include achieving and/oraccruing life points that can be exchanged for modifications for thevirtual character.

In FIG. 7, the virtual character screen 200 illustrates a virtualcharacter 210 (e.g., BonusLady 777) that has achieved severalmodification features 220 a-220 g to the base character. FIG. 7 furtherillustrates several additional modification features that may beselected based on either the accrued life points or the achievement ofanother mission goal. For example, the virtual character 210 has alreadyunlocked additional modification features, 230 a-230 c, of which theplayer has selected highlighted modification feature 230 c to enhanceher virtual character 210. To further enhance the player's experience,it may also be desirable to allow a player to select different colors orpatterns for the selected modification feature(s). In certain aspects ofthe present disclosure, color or pattern modifications may occur ifexchanged for life points or in response to achieving a mission andbeing awarded a predetermined award outcome. The exemplary modificationfeatures displayed in FIG. 6 also include several locked features 240a-240 d, which are shown to the player, but can be achieved by accruingmore life points and/or by achieving a goal associated with a missionfor a player-directed secondary game.

In certain aspects of the present disclosure, it may be desirable toallow a player's virtual character to be associated with several aspectsof a gaming session. For example, after a player has developed apersonal hero, the character can be displayed on the base screen and/ortop screen for portions of a wagering game session, other than theplayer-directed secondary game. In some instances, it may be desirablefor some or substantially all of the wagering game session to includethe display of a player's virtual character. As another example, duringplay of the base game, the character may be displayed in a smallsecondary window in the primary display area or the character may bedisplayed in the secondary display area. Such displays of the virtualcharacter can be in addition to the virtual character being displayedduring the player-directed secondary game.

Turning now to FIG. 7, an exemplary selection screen 300 is illustratedfor a player-directed secondary game displayed on a gaming terminal.After a player has selected and/or developed a virtual character (e.g.,avatar, personal hero), a player is prompted during a gaming session toselect one of a plurality of player-directed secondary game sequences toplay as part of a secondary game. The prompt to select the secondarygame sequence can occur at several different occasions. If a player hasnot yet developed a virtual character, the prompt can occur after theplayer selects and/or develops a virtual character. If a player alreadyhas a virtual character, the prompt can occur as part of the playerinitiating a wagering session. The prompt can also occur in response todirect player input into a gaming system input interface or in responseto stored player preferences. In certain aspects of the presentdisclosure, it may be desirable for the prompt to occur at the beginningof a wagering session before play begins of the base wagering game. Thisallows the gaming session to be customized based on the player's virtualcharacter, and further allows the implementation of the player-selectedsecondary game at various strategic triggering points of a base/bonusgame that may increase the player's excitement and interest in thegaming session.

Selection screen 300 prompts a player to choose one of a plurality ofexemplary player-directed secondary game sequences (e.g.,player-directed missions), such as the Training Bonus 320, Robot FightBonus 330, or the Slotropolis Bonus 340. Selection screen 300 may bedisplayed on the base screen upon a player logging in or inserting aplayer card into a gaming terminal. Selection screen 300 is generallydisplayed once a player has an existing virtual character. After thegaming system has determined the virtual character that is associatedwith a player, the virtual character 310 may be displayed withininformation window 305 of the selection screen 300. The informationwindow 305 can also include the previous, current, or next mission thatwill be played in response to a triggering event for the player-directedsecondary game. Information window 305 can also be displayed during thebase wagering game or as part of other screens displayed during thegaming session.

Selection screen 300, or similar devices, can be useful because itallows a player to customize their mission experience and direct how thesecondary game sequence will progress. Prior to selecting a gamesequence, the display presents a player with a selection menu thatincludes the available missions from which the player may choose, thetask(s) for completing the mission, the difficulty level of the mission,and the predetermined award outcome for completing the mission. Forexample, if the player selects the Training Bonus secondary gamesequence 320, the mission or goal of the secondary game sequence will beto collect two flags while moving through a training maze. Asillustrated by element 322 a, the mission “Find two flags duringtraining bonus” is displayed to the player prior to the player selectinga secondary game sequence. Additional information, such as, apredetermined award outcome 322 b (e.g., unlocks new mask) forcompleting the mission and the difficultly level 322 c (e.g., supereasy)of the game sequence can also be displayed to the player.

If the player selects the Robot Fight Bonus secondary game sequence 330,the player further has the option of selecting from a plurality ofmissions. For example, one mission involves a long robot fight and theother mission involves finishing off the robot. As illustrated byelement 332 a, the mission or goal, “Get at least 8 bonus spins”, isdisplayed prior to the player selecting the game sequence. Asillustrated by element 336 a, the mission or goal, “Destroy the robot bythe end of the bonus game”, is also displayed to the player prior to theplayer selecting the game sequence. Additional information, such as, apredetermined award outcomes 332 b (e.g., unlock new cape) and 336 b(e.g., unlocks new bonus helpers) for completing the mission are furtherdisplayed prior to the selection of a secondary game sequence. Tofurther assist the player's selection of a secondary game sequence, thedifficulty levels of each goal, 332 c (e.g., not so easy) and 336 c(tough), are also displayed on the screen for each of the respectivesecondary game sequences.

If the player selects the exemplary Slotropolis bonus secondary gamesequence 340, the mission or goal of the game sequence is to capture bigcats that are released by a villain, Madam Cougar. As illustrated byelement 342 a, the mission “Play Slotropolis Bonus” is displayed on thescreen prior to the player selecting the game sequence. Additionalinformation, such as, a predetermined award outcome 342 b (e.g., unlockslower progressive bet) for completing the mission and the difficultlylevel 342 c (e.g., supereasy) of the game sequence can be displayed onthe screen, as well.

It is further contemplated that in certain aspects of the presentdisclosure the availability of different difficulty levels for theplayer-directed secondary game sequences increases with a player'scontinued play of a particular wagering game. For example, aftertracking approximately 50 spins by a player on a particular wageringgame, the difficulty levels may be limited to “Supereasy” and “Not SoEasy”. Then, after a player has accumulated over approximately 2000spins, the availability of more difficulty levels may expand to include“Supertough”. The upper and lower threshold for determining the varietyof difficulty levels can be higher or lower than the non-limiting andexemplary number of spins discussed herein.

In another exemplary aspect of the present disclosure, the completion ofa mission or reaching a goal associated with a player-directed secondarygame sequence can unlock previously unavailable, or locked, missions orgame sequences. The difficulty level of the mission or goal associatedwith the second game sequence may or may not determine the difficulty ofthe unlocked mission or game sequence. For example, hard mission mayunlock a plurality of easy missions, or an easy mission may unlock oneor more hard missions.

It is also contemplated that in certain aspects of the presentdisclosure, a game sequence may include more than one goal for achievingpredetermined award outcomes. For example, achieving a mission mayinclude a gold level award and a silver level award so that a playerthat completes something less than a selected gold level mission stillobtains a predetermined award outcome, but at a reduced level (e.g.,fewer player life points, simpler clothing for virtual character).

The selection screen 300 illustrated in FIG. 7 also includes a replayicon 350 (e.g., Trophy Room) that may be selected by a player to reviewand replay a player's previous successful missions. The replayablemissions can include those missions where the player achieved a certainpredetermined goal and received an award outcome. In certain aspects ofthe present disclosure, a player can replay a mission and try to attainhigher award outcomes. The replay icon 350 can also be displayed onother display screens of a gaming session. In certain aspects, selectionof the replay icon 350 may pause other activities associated with thegaming session and take the player directly to a selection screen (notshown) that allows the player to select earlier saved missions andreplay all or a portion of the saved mission. Following the replay ofthe saved mission, the activity that was in session prior to theselection of replay icon 350 resumes.

Following a player's selection, a secondary game sequence may beimplemented in response to any predetermined triggering event associatedwith the play of the wagering-aspects of the base game (or bonus game).For example, the mission may be implemented upon the display of certainsymbol(s) following the spin of the reels of a slots game. It is alsocontemplated that the mission may be implemented upon the occurrence ofany other triggering events that are known in the art.

It is contemplated that in certain aspects of the present disclosure, aplayer selection of a mission or game sequence may not be received bythe gaming system; or a selection may be received, but no subsequentplayer input is received indicating the player is engaged in playing theselected mission. In response, it is contemplated that the gaming systemmay resume the base game or another game rather than initiate theplayer-directed secondary game sequence. It is also contemplated thatthe gaming system may instead take over control of the secondary gamesequence in place of the player. Should such a take over occur, it maybe desirable for the player to be able to override the gaming system, ifthe player so chooses, so that the player can resume control of thesecondary game sequence from the gaming system and finish the sequenceat the player's direction. Should the player again cease to play, it iscontemplated that the gaming system may again resume control of thesecondary game sequence.

One of the benefits of the features associated with the player-directsecondary game sequences and the ability to select from a plurality ofsequences is that it allows players flexibility in their gamingexperience including having customized virtual character(s), choosingthe desired game sequence, and choosing the level of difficulty forachieving a certain skill-based goal. This flexibility can increase theplayer's excitement and interest with a wagering game and/or aparticular gaming session.

FIG. 8 illustrates an exemplary base game screen 400 that includesinteractions between virtual characters 410, 420 of a player-directedsecondary game displayed on a gaming terminal. In certain aspects of thepresent disclosure, it may desirable to display a cut-scene panel 405 onthe base screen just above a display 460 of the base wagering game. Forexample, after a player has set up their virtual character (see, forexample, FIG. 6) and selected a mission (see, for example, FIG. 7), playof a base wagering game can be initiated. To provide a customized feelto the player's wagering experience, the player's virtual character 410may interact with another virtual character 420. The interactions in thecut-scene panel 405 can occur at various phases of the base game. Forexample for a slots game, the cut-scene interactions can occur duringthe betting phase, prior to a reel spin, during a reel spin, or after areel spin. As illustrated in FIG. 8, the interactions or storyassociated with the cut-scene panel 405 may advance via simpleanimations and dialogue balloons. In certain aspects of the presentdisclosure, each reel spin can lead to the display of a new cut-scenepanel. It is also contemplated that between different cut-scenes,informational text may fill the space occupied by cut-scene panel 405.

FIG. 9 illustrates an exemplary game sequence for a player-directedsecondary game displayed on a gaming terminal. The game sequenceillustrated in FIG. 9 is a pick bonus game with the player having a setnumber of picks as a virtual character 510 moves through a training mazedefine by the boundaries of a pipe 505. The game sequence isplayer-directed, which means the player chooses his picks by steeringhis virtual character 510 up or down. The virtual character 510 isnavigating the maze based on direct input received from the player via agaming system input interface. While navigating through the pipe 505,the virtual character 510 crosses different water cannon stations 520,530, which define at least some of the picks. For example, as thevirtual character 510 crossed the first water cannon station 520, hepassed over the fourth water cannon from the top 524, which resulted inthe player receiving a higher number of award points than if the playerhad picked any of the remaining four water cannons. The player will haveat least one more opportunity in the illustrated embodiment to selectanother water cannon at the second water cannon station 530.

In certain aspects of the present disclosure, one or more helper virtualcharacters (e.g., Helper Heroes) may enter the pipe 505 and improve aplayer's chances of completing the goal or mission associated with theplayer-directed secondary game sequence. The helper virtual charactermay, for example, have certain unique powers to assist the player'svirtual character with meeting certain obligations for achieving anaward-based goal. It is also contemplated that in certain aspects of thepresent disclosure picks may provide mini-bonuses or open up secretpassages that lead to additional maze(s). Furthermore, another bonus orrewards may be given for a player moving his virtual character 510through the maze without touching the boundaries of the pipe 505. Forexample, the player may receive additional Player Life points or pointthat can be exchanged for different virtual items.

In certain exemplary aspects of the present disclosure, a mission orgoal of the secondary game sequence, such as the sequence illustrated inFIG. 9, is skill based. For example, the skill may be for the virtualcharacter to not touch the walls of a pipe or maze that the virtualcharacter is moving through under player-direction (or with the assistof the gaming system). While the completion of the skill-based gamesequence may not affect the number of credits a player wins, the use ofskill by the player can determine whether or not the mission or goal ofthe game sequence is achieved.

As generally discussed above, such as in FIG. 7, a virtual character ina player-directed secondary game sequence is attempting to achieve agoal that is selected by the player from a plurality of available goals.As illustrated in element 322 a, an exemplary goal was established forthe Training Bonus game sequence of finding two flags. Thus, uponvirtual character 510 finding two flags in the training bonus gameillustrated in FIG. 9, a player completes the goal associated with thetraining bonus game sequence. Completion of the goal can unlock orprovide the player access to any of several predetermined awardoutcomes, such as unlocking a new mask, as described at element 322 c.In certain aspects of the present disclosure, completing a goal canunlock new mazes or new maze layouts, provide access to differentbonuses or mini-bonuses, provide access to new virtual characters (e.g.,Helper Heroes), unlock new bonuses, or unlock various modifications forthe virtual character such as new attire (e.g., cape, mask) or specialpowers (special weapons, increased strength). The unlocked features mayotherwise be unavailable to the player if the goal is not completed.

In certain aspects of the present disclosure, it may be desirable toinclude cut-scene panels, similar to the exemplary cut-scene panel 405in FIG. 8, on the display screen during play of the exemplaryplayer-directed game sequence, such as the sequence illustrated in FIG.9. For example, the cut-scene panel can display the mission or goal forthe secondary game sequence selected by the player from a selectionscreen, such as the exemplary selection screen 300 illustrated in FIG.7. It is also contemplated that an information panel, similar to theexemplary information panel 305 in FIG. 7, may be displayed during playof the player directed secondary game sequence. The information panelcan include information such as a display of the player's virtualcharacter, the virtual character name, and/or the selected gamesequence.

Another exemplary player-directed secondary game sequence is the RobotFight Bonus (not shown), which was introduced above in the discussionfor FIG. 7. In this player-directed secondary game sequence, a primarydisplay area of a gaming system is set to allow free spins of a slotgame. The top or secondary display area can include a player's virtualcharacter, and optionally, one or more additional virtual characters(e.g., Helper Heroes) that fight a villain, the evil robot. Both thevirtual characters and the robot can have life meters. A spin of theslots game that results in a winning spin allows the player's virtualcharacter to shoot at the robot, which decreases the robot's life meter.In certain aspects of the present disclosure, one or more of the HelperHeroes may fly down to the primary display area and improve the chancesfor a winning outcome for subsequent reel spins. After a losing spin,the robot can blast the virtual characters, and thus, decrease theirlife meter. Once a robot's life meter is fully depleted, a predeterminedaward outcome may be awarded to the player. In certain aspects of thepresent disclosure, a new robot may come out that the player needs todefeat before receiving any awards. Once the life meter for the player'svirtual character is depleted, the player-directed game sequence isover. Achieving the player-selected goal in the Robot Fight Bonus canunlock certain predetermined award outcomes that would otherwise not beavailable to a player. For example, access can be provided to differentbonuses or mini-bonuses. Access can also be provided to new virtualcharacters (e.g., Helper Heroes). Various modifications for the virtualcharacter can be unlocked such as new attire (e.g., gloves, boots) orspecial powers (special blasters). Lower betting thresholds forparticipating in progressive games associated with the base game canalso be unlocked. Furthermore, new villains (e.g., new robots) can beunlocked, as well.

A further exemplary player-directed secondary game sequence is theSlotropolis Zoo Bonus (not shown), which was also introduced above inthe discussion of FIG. 7. In this player-directed secondary gamesequence, a primary display area of a gaming system is set to allow freespins of a slots game. The symbols on the slot reels may be altered toinclude cat symbols and blank symbols. The game sequence begins on thetop or secondary display area with the display of a villain (e.g.,Madame Cougar) releasing big cats from their cages at the zoo. Theplayer's virtual character must capture the released cats within apredetermined number of free spins. When a cat appears on a reel as aresult of a free spin, the player's virtual character plays askill-based game to catch the cat. It is also contemplated thatadditional virtual characters (e.g., Helper Heroes) may assist withcatching the cats or improving the chances of the reels displaying a catsymbol, and thus, triggering the skill-based game. After catching acertain number of cats or after catching all the released cats under acertain threshold of attempts, the player may receive a predeterminedaward outcome for achieving the goal associated with the game sequence.By completing the player-selected goal, the player may receive an awardsuch as the unlocking or receiving access to certain predetermined awardoutcomes that would otherwise not be available to a player.

FIG. 10 is a flowchart for an exemplary algorithm that corresponds toinstructions executed by a controller in accord with at least someaspects of the present disclosure. An exemplary method 600 isillustrated for conducting a wagering game including a standard game inwhich a player input is received and a wagering game outcome isdetermined. The standard game may have a base game, bonus game, or othergames associated therewith. At step 610, a wager is received. Thereceiving of a wager can include receiving a player input via a firstuser interface device, transforming the player input to electronic datasignals at least partially indicative of a wager to play the wageringgame, and interpreting, via one or more processors, the wager from thedata signals. Receiving of the wager can also include initiating therecording of a digital representation of the wager in one or morestorage devices. At step 620, a determination is made whether a playerselection of a game sequence associated with a player-directed secondarygame has been received. If not, at step 630, a player-directed secondarygame can be initiated that includes player-selectable andplayer-directed game sequences. In certain aspects of the presentdisclosure, the player-directed secondary game can be associated withthe standard game. In other aspects, each of the game sequences has apredetermined completion threshold or goal. In certain aspects, thethreshold or goal may be capable of being achieved during play of thestandard game. If the determination at step 620 is positive, at step640, the standard game of the wagering can be initiated via at least oneof the processors. The standard game may have an expected valueassociated therewith.

Next, at step 650, a determination is made of whether a triggering eventhas occurred in the standard game. If no triggering event has occurred,then a base game or bonus game in the standard game may continue, or thegaming system may continue querying for a trigger. If a triggering eventdoes occur, then at step 660, the game sequence associated with thereceived player selection is implemented. At step 670, a determinationis made whether a predetermined completion threshold is achieved that isassociated with the received player selection of one of the gamesequences. If the predetermined completion threshold is achieved, atstep 680, a predetermined award is awarded to the player. In certainaspects, the award may be non-monetary or it may also have indirectmonetary implications.

FIG. 10, which is described by way of example above, represents anexemplary algorithm that corresponds to at least some instructionsexecuted by the controller 42 and/or external systems 46 in FIG. 2 toperform the above described functions associated with the disclosedaspects of the present disclosure.

It is contemplated that in certain aspects of the present disclosure, amethod of conducting a wagering game includes a standard game in which aplayer input is received and a wagering game outcome is determined. Themethod further includes the act of receiving a player input via a firstuser interface device. The player input is transformed to electronicdata signals at least partially indicative of a wager to play thewagering game. The wager from the data signals is interpreted via one ormore processors. The recording of a digital representation of the wageris initiated in one or more storage devices. The standard game of thewagering game is initiated via at least one of the processors. Thestandard game has an expected value associated therewith. Aplayer-directed secondary game that is associated with the standard gameis initiated via at least one of the processors. The player-directedsecondary game includes a plurality of player-selectable andplayer-directed game sequences. Each of the game sequences has apredetermined completion threshold capable of being achieved during playof the standard game. A player selection of one of the game sequences ofthe player-directed secondary game is received. In response to receivingthe player selection of one of the game sequences and achieving thepredetermined completion threshold for that game sequence during play ofthe standard game, a secondary award is awarded that is independent ofthe expected value of the standard game.

It is further contemplated that in certain aspects, the standard game ofthe above method includes a basic game and at least one bonus game. Incertain aspects, the player-directed game sequences are player directedvirtual missions. It is also contemplated that in certain aspects, thepredetermined completion thresholds of the above method are transmitted,prior to receiving a player selection of one of the game sequences, in aconfiguration allowing display of the predetermined completionthresholds on a user interface. In further aspects, at least one of theplayer-selectable and player-directed games sequences has multipledifficulty levels and each difficultly level has an associatedpredetermined completion threshold, wherein the higher the difficultylevel, the less likely the associated threshold is to be achieved. It isalso contemplated that in certain aspects the difficulty levels aretransmitted, prior to receiving a player selection of one of the gamesequences, in a configuration allowing display of the difficulty levelson a user interface. It is further contemplated that in certain aspectsof the above method, the player-directed secondary game includes avirtual character. It is additionally contemplated that in certainaspects, the method may also include transmitting during play of thestandard game, in a configuration allowing display on a user interface,the player-directed virtual character interacting with another virtualcharacter. The interactions may increase prior achieving thepredetermined completion threshold.

It is contemplated that in certain aspects of the present disclosure, amethod of conducting a wagering game includes the acts of receiving afirst player input via a first user interface device. The first playerinput is indicative of a wager to play the wagering game. Afterreceiving the player input, a standard game of the wagering game isinitiated via one or more processors. The standard game has an expectedvalue associated therewith. A player-directed secondary game that isassociated with the standard game is initiated via at least one of theprocessors. The player-directed secondary game includes a plurality ofplayer-selectable and player-directed game sequences. Each of the gamesequences has a predetermined completion threshold achievable duringplay of the standard game. A second player input indicative of a playerselection of one of the game sequences of the player-directed secondarygame is received. During play of the standard game, the predeterminedcompletion threshold associated with the received player selection ofone of the game sequences is achieved. In response to receiving theplayer selection of one of the game sequences and achieving thepredetermined completion threshold associated with the selected bonusgame, a non-monetary secondary award is awarded.

It is further contemplated that in certain aspects, the above methodincludes that after the achieving of the predetermined completionthreshold, the player-directed game sequence is saved in a memory in aconfiguration allowing subsequent display of the game sequence. It isalso contemplated that in certain aspects, the non-monetary secondaryaward includes accruing points redeemable for unlocking features duringsubsequent play of a player-directed sequence. It is additionalcontemplated that in certain aspects, the non-monetary secondary awardincludes unlocking a bonus variation associated with the standard game.A non-monetary secondary award is also contemplated in certain aspectsthat include unlocking a bonus game associated with the standard game,the unlocked bonus game being associated with monetary awards. Theplayer-directed secondary game may also include a player-directedvirtual character, and the non-monetary secondary award can also includeunlocking modifications to the player-directed virtual character. Theunlocked modifications may include virtual gear for use by theplayer-directed virtual character. The non-monetary secondary award canalso include unlocking new virtual characters, or unlocking newplayer-directed game sequences. It is further contemplated that incertain aspects of the above method, the non-monetary secondary awardoutcome includes unlocking different basic game wagering thresholds fortriggering bonus or progressive game features.

It is contemplated that in certain aspects of the present disclosure, agaming system includes a credit detector configured to detect a wager toplay a wagering game having a standard game and a secondary game. One ormore displays are configured to display a randomly selected outcome forthe standard game and to display the secondary game. A controller isoperative to implement the following acts, including initiating thestandard game. The standard game has an expected monetary valueassociated with achieving a winning outcome in the standard game. Thecontroller further initiates the secondary game. The secondary gameincludes a plurality of player-directed and player-selectable gamesequences. Each of the plurality of game sequences has an associatedpredetermined completion threshold capable of occurring during play ofthe standard game. The controller is also operative to display indiciaof at least one of the plurality of game sequences on the one or moredisplays. The indicia include information on the associatedpredetermined completion threshold. After the act of displaying, thecontroller is further operative to detect a player selection of one ofthe game sequences. After the act of detecting the player selection, thecontroller is also operative to detect a player achievement of thepredetermined completion threshold for the selected one of the gamesequences. In response to the act of detecting the player achievement,the controller is operative to award a secondary award that is notassociated with the expected monetary value of the standard game.

It is contemplated that in certain aspects of the present disclosure, acomputer program product comprising a non-transitory computer readablemedium has an instruction set borne thereby. The instruction set isconfigured to cause, upon execution by a controller, the acts of: (i)receiving a wager via a user interface device, the wager associate witha wagering game; (ii) initiating, via one or more processors, thestandard game of the wagering game; (iii) initiating, via at least oneof the processors, a player-directed secondary game that is associatedwith the standard game, the player-directed secondary game including aplurality of player-selectable and player-directed game sequences, eachof the game sequences having a predetermined completion threshold thatis configured to be achievable during play of the standard game; (iv)receiving a player selection of one of the game sequences of theplayer-directed secondary game; and (v) in response to receiving theplayer selection of one of the game sequences and achieving thepredetermined completion threshold for that game sequence during play ofthe standard game, awarding a non-monetary secondary award that isindependent of an expected value of the standard game.

According to another aspect of the present disclosure, a method ofconducting a wagering game includes receiving a wager via a userinterface device, the wager being associated with a wagering game. Thestandard game of the wagering game is initiated via one or moreprocessors. A player-directed secondary game that is associated with thestandard game is initiated via at least one of the processors. Theplayer-directed secondary game includes a plurality of player-selectableand player-directed game sequences. Each of the game sequences has apredetermined completion threshold that is configured to be achievableduring play of the standard game. A player selection of one of the gamesequences of the player-directed secondary game is received. In responseto receiving the player selection of one of the game sequences andachieving the predetermined completion threshold for that game sequenceduring play of the standard game, a non-monetary secondary award that isindependent of an expected value of the standard game is awarded.

According to a further aspect of the present disclosure, one or morenon-transitory computer readable storage media are encoded withinstructions, which when executed by at least one processor orcontroller associated with a gaming system, causes the at least oneprocessor or controller to perform the above methods.

Each of these embodiments and obvious variations thereof is contemplatedas falling within the spirit and scope of the claimed invention, whichis set forth in the following claims.

1. A method of conducting a wagering game including a standard game inwhich a player input is received and a wagering game outcome isdetermined, the method comprising the acts of: receiving a player inputvia a first user interface device; transforming the player input toelectronic data signals at least partially indicative of a wager to playthe wagering game; interpreting, via at least one of one or moreprocessors, the wager from the data signals; initiating a recording of adigital representation of the wager in one or more storage devices;initiating, via at least one of the one or more processors, the standardgame of the wagering game, the standard game having an expected valueassociated therewith; initiating, via at least one of the one or moreprocessors, a player-directed secondary game that is associated with thestandard game, the player-directed secondary game including a pluralityof player-selectable and player-directed game sequences, each of thegame sequences having a predetermined completion threshold capable ofbeing achieved during play of the standard game; receiving a playerselection of one of the game sequences of the player-directed secondarygame; and in response to receiving the player selection of one of thegame sequences and achieving the predetermined completion threshold forthat game sequence during play of the standard game, awarding asecondary award that is independent of the expected value of thestandard game.
 2. The method of claim 1, wherein the standard gameincludes a basic game and at least one bonus game.
 3. The method ofclaim 1, wherein the player-directed game sequences are player directedvirtual missions.
 4. The method of claim 1, wherein the predeterminedcompletion thresholds are transmitted, prior to receiving a playerselection of one of the game sequences, in a configuration allowingdisplay of the predetermined completion thresholds on a user interface.5. The method of claim 1, wherein at least one of the player-selectableand player-directed games sequences has multiple difficulty levels andeach difficultly level has an associated predetermined completionthreshold, wherein the higher the difficulty level, the less likely theassociated threshold is to be achieved.
 6. The method of claim 5,wherein the difficulty levels are transmitted, prior to receiving aplayer selection of one of the game sequences, in a configurationallowing display of the difficulty levels on a user interface.
 7. Themethod of claim 1, wherein the player-directed secondary game includes avirtual character.
 8. The method of claim 7, further comprisingtransmitting during play of the standard game, in a configurationallowing display on a user interface, the player-directed virtualcharacter interacting with another virtual character.
 9. The method ofclaim 8, wherein the interactions increase prior achieving thepredetermined completion threshold.
 10. A method of conducting awagering game on a gaming system, the method comprising the acts of:receiving a first player input via a first user interface device, thefirst player input indicative of a wager to play the wagering game;after receiving the player input, initiating a standard game of thewagering game via at least one of one or more processors, the standardgame having an expected value associated therewith; initiating, via atleast one of the one or more processors, a player-directed secondarygame that is associated with the standard game, the player-directedsecondary game including a plurality of player-selectable andplayer-directed game sequences, each of the game sequences having apredetermined completion threshold achievable during play of thestandard game; receiving a second player input indicative of a playerselection of one of the game sequences of the player-directed secondarygame; during play of the standard game, achieving the predeterminedcompletion threshold associated with the received player selection ofone of the game sequences; and in response to receiving the playerselection of one of the game sequences and achieving the predeterminedcompletion threshold associated with the selected bonus game, awarding anon-monetary secondary award.
 11. The method of claim 10, wherein afterthe achieving of the predetermined completion threshold, theplayer-directed game sequence is saved in a memory in a configurationallowing subsequent display of the game sequence.
 12. The method ofclaim 10, wherein the non-monetary secondary award includes accruingpoints redeemable for unlocking features during subsequent play of aplayer-directed sequence.
 13. The method of claim 10, wherein thenon-monetary secondary award includes unlocking a bonus variationassociated with the standard game.
 14. The method of claim 10, whereinthe non-monetary secondary award includes unlocking a bonus gameassociated with the standard game, the unlocked bonus game beingassociated with monetary awards.
 15. The method of claim 10, wherein theplayer-directed secondary game includes a player-directed virtualcharacter.
 16. The method of claim 15, wherein the non-monetarysecondary award includes unlocking modifications to the player-directedvirtual character.
 17. The method of claim 16, wherein the unlockedmodifications include virtual gear for use by the player-directedvirtual character.
 18. The method of claim 10, wherein the non-monetarysecondary award includes unlocking new virtual characters.
 19. Themethod of claim 10, wherein the non-monetary secondary award includesunlocking new player-directed game sequences.
 20. The method of claim10, wherein the non-monetary secondary award outcome includes unlockingdifferent basic game wagering thresholds for triggering bonus orprogressive game features.
 21. A gaming system comprising: a creditdetector configured to detect a wager to play a wagering game having astandard game and a secondary game; one or more displays configured todisplay a randomly selected outcome for the standard game and to displaythe secondary game; a controller operative to implement the followingacts, including: initiating the standard game, the standard game havingan expected monetary value associated with achieving a winning outcomein the standard game; initiating the secondary game, the secondary gameincluding a plurality of player-directed and player-selectable gamesequences, each of the plurality of game sequences having an associatedpredetermined completion threshold capable of occurring during play ofthe standard game; displaying an indicia of at least one of theplurality of game sequences on the one or more displays, the indiciaincluding information on the associated predetermined completionthreshold; after the act of displaying, detecting a player selection ofone of the game sequences; after the act of detecting the playerselection, detecting a player achievement of the predeterminedcompletion threshold for the selected one of the game sequences; and inresponse to the act of detecting the player achievement, awarding asecondary award that is not associated with the expected monetary valueof the standard game.
 22. A computer program product comprising anon-transitory computer readable medium having an instruction set bornethereby, the instruction set being configured to cause, upon executionby a controller, the acts of: receiving a wager via a user interfacedevice, the wager associate with a wagering game; initiating, via atleast one of one or more processors, the standard game of the wageringgame; initiating, via at least one of the one or more processors, aplayer-directed secondary game that is associated with the standardgame, the player-directed secondary game including a plurality ofplayer-selectable and player-directed game sequences, each of the gamesequences having a predetermined completion threshold that is configuredto be achievable during play of the standard game; receiving a playerselection of one of the game sequences of the player-directed secondarygame; and in response to receiving the player selection of one of thegame sequences and achieving the predetermined completion threshold forthat game sequence during play of the standard game, awarding anon-monetary secondary award that is independent of an expected value ofthe standard game.